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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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HappyHeathen

I have an idea, and that's about it. Please help

31 posts in this topic

[quote name='HappyHeathen' timestamp='1335596399' post='4935532']
Does this sound like a valid course of action?
I'm thinking first, I try to get a team that doesn't require payment up front (This is probably the hardest part)
[/quote]

Before we go on to any hypothetical steps after this step, let's acknowledge that step 1 is not only very difficult -- it's highly unlikely to happen.
If you can do step 1, then sure, the rest of your steps are reasonable. But step 1 is unreasonable.
It's an extremely common fallacy. "All I have to do is promise some people money, get them to believe me, and somehow motivate them to turn out a good result."
I don't know why so many people believe in this false idea.
For it to work, you'd have to be a very good con man.
Are you a very good con man?
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I have been developing games for years and I must say that the art to making a game is NOT about the features that you add. It is about what you can [b]take away[/b] while still making the game fun/unique. You must remove precisely the right amount from your ideas to make the game a reality. This sort of skill is not easy and it takes years of experience to even begin to grasp. In addition you must know how to manage your time (and your developers time), how to prioritize, and a whole host of other things to be able to manage a game project.

Games are really complex systems where each piece must fit together like clockwork to have a solid title. You can not just throw a bunch of ideas and concepts together and think that you are anywhere close to being able to develop a game from it.

We are not trying to discourage you, but direct you towards more realistic expectations. Please do not try to obtain money for a title on kickstarter or try to convince a bunch of developers (if you could) to join your project when you are in absolutely no position to manage such a project. You need years of experience making more manageable games before you can even think of doing such a thing with any probability of success. Edited by shadowisadog
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Now, I realized from the get go that this would be difficult, and was probably a long shot. If I were already friends with programmers, that would make this a lot easier, as then they could work on the project, and also could show me how to do a few things so I could contribute to the project. If I wanted to start teaching myself game design in my spare time, where would I start, and how would I go about doing that?
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[quote name='HappyHeathen' timestamp='1335534829' post='4935384']
Is there a format to follow with a GDD? Or at least an example of one I could use as a template?[/quote]

[Opens mouth to speak...]

[quote]Disregard that, I'm already about 5 pages into the GDD.[/quote]

[Closes mouth.]

[quote]Is there a way to show this to people to get opinions without the risk of it being stolen?
[/quote]

This is a legal question that's frequently discussed in the Business/Law forum. In brief: copyright your GDD, and get an NDA signed before showing it. But the foregoing notwithstanding, nobody's going to steal your idea.

[quote]If I wanted to start teaching myself game design in my spare time, where would I start, and how would I go about doing that?[/quote]

Read http://sloperama.com/advice/designprep.htm and http://sloperama.com/advice/lesson13.htm Edited by Tom Sloper
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Unfortunately I think I'm going to have to throw in the towel on this one, for the time being at the very least. I just don't have the time or resources to make it happen right now.
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[quote name='HappyHeathen' timestamp='1335507856' post='4935308']
Over the past couple weeks I've been kicking around in my head an idea that I personally think can make a great game. I don't have any programming skills, nor do I have the time to learn them, but I'm stubborn and I want to make this thing a reality. Without going into too much detail it would be a shooter, 1st or 3rd hasn't been decided yet. It wouldn't really be open world, but would be open ended. Think along the lines of the original X-Com. It would be class based and it would center around co-op play. And finally, I know they're getting used a bit too much in pop culture right now, but it would be a zombie game. Let me know if anyone is able and interested in helping, and we can go over more of the details.
[/quote]

Theres actually a ton of Xcom tributes that have been developed or are in development. The original Xcom itself has two major remakes coming around the corner by big studios.
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The parts that were going to resemble xcom were going to be the equimpent system, where you're limited on slots for carrying items as well as weight, and I was thinking about the in between missions, base management part being like xcom, but when I think about it, it's vaguely similar to MGS Peacewalker, However, like I said, I can't do anything about this right now, so I'm just keeping the write up handy until such a time as I can do something with it.
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